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Badsector
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Everything posted by Badsector
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
Badsector replied to KillAshley's topic in KSP1 Mod Releases
Really i want try this mod, mods like this need to be a default option. -
Sorry to tell this but with 2.3.1 i get the same error, i have try with fairings over minmus and eve
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I have a bad bug with this mod, every time i try to launch a vessel from minmus orbit the hangar esplodes, i have try remove all mods but that happens again in windows and linux, is strange too launch vessels from duna orbit becouse the vessel spawn 200-300 m away from the hangar. Nothing bad on kerbin orbit, here the mod work fine without problems Regards Luca
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Thanks for waste your time in my hangar model , here some images for explain what i tell with "hard to fit in spaceplane design" This is my interplanetary explorer The fairings are for the eve lander and more than half space is empty, the 2 hangar on the sides are only for small probes, for load the bottom lander inside hangars i need at least 5m hangar and after that if i want to fit probes too i need to increase hangar lenght and that make the ship lenght out of design. the SSTO on top fill only in ground hangar but that is too big for add it to a ship design. Now i wait for this sqhared hangar for see if is hable to fit in it all what is need for space exploration. Thanks again for this great mod Regards Luca
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For explain is better if i upload some images, but the problem is the 5m diameter limit for inline hangar And here is the hangar model, i'm not a good modeller and neither in texturing but if you like it Here the download with sources normal and glow map https://drive.google.com/file/d/0BzQ8Mq13E8HJakFkNmdDTXVmaU0/view?usp=sharing Layer 1 the model 3-4-5 colliders
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How usefull is this mod and how hard is to add it to a ship design !!! For that i have start to model one hangar for interplanetary ship hable to carry spaceplanes, landers and some probes if you are interested i continue to model and texture it otherwise i don't have knowlenge and time for implement it in the game Thanks a lot for this great mod and sorry for my bad english Regards Luca
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Gameplay, Storyline and career mode
Badsector replied to Badsector's topic in KSP1 Suggestions & Development Discussion
If i'm not wrong by now you have only 200 years of game, and first you have to research that science lab, the reward can be after every year in space and related to science multiplier in a way that encourage colonizing all the biome but don't broke the gameplay -
By now play career or sandbox is near the same the only difference is the grinding (and Boring) phase when you start career mode. What i tell is that, the game lacks on challenging. To me is possible add challenging if contracts are need for unlock technology, in that way is possible force the player in space exploration with a reduced set of parts and write a bit of storyline like first unmaned probes and after manned missions and station building. Science point and money can be used for research single part, and with a good money reward for collected science points the player is encouraged on planet biome exploration. Other point is the space stations and ground station, after research the biome or situation they become totally useless, that can be improved by adding a new science lab that give timed money and science rewards, on that way is encouraged build biome stations for improve economic situation. That is only my idea and probably some others have better, for that i like have a discussion about this because to me the game lacks of a bit of arcade. Sorry for my bad english Regards Luca
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
Badsector replied to RoverDude's topic in KSP1 Mod Releases
Is possible make the drive work only outside planets sol ? When you have understand orbit mechanics is easy place a ship in stable orbit, and is easy too use the drive for do transfers planet to planet in the same sol without waste Dv.- 1,692 replies
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- warp drive
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Things that need fixed before final release
Badsector replied to Vaporo's topic in KSP1 Suggestions & Development Discussion
All the bugs like kraken, grabbling unit, seated ragdoll, infinite aceleration, jumping objects, storyline for gameplay and less grinding science and contracts. And after all that multicore phisics -
View Kerbals individual log in flight
Badsector replied to Badsector's topic in KSP1 Gameplay Questions and Tutorials
I have watch for it, but, if i'm not wrong, it assign ribbons after you have landed at ksc -
I want know if is possible view individuals log of kerbals first to land at ksc, because sometimes happens that kerbals don't get all the experience, for example with 1 ship with 6 kerbals onboard when they land to ksc 4 get all the experience, 1 left the landing on minmus and 1 left kerbin orbit ......
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[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Badsector replied to girka2k's topic in KSP1 Mod Releases
Finally i can have a proper gameplay, Thanks a lot Alewx and Girka2k -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
Badsector replied to RoverDude's topic in KSP1 Mod Releases
Is Possible make them KAS compatible ? Can be fun go to eve-duna-lathye surface and build them for do experiments and after recover them with rover -
How to boost FPS near big Stations?
Badsector replied to MrKittens's topic in KSP1 Gameplay Questions and Tutorials
Best solution for boost fps is Ubiowelding , lower part count and you can build what you want, to me is really a gameplay saver -
[0.22] UbioZur Welding Ltd. 2.0 Dev STOPPED
Badsector replied to UbioZur's topic in KSP1 Mod Releases
I have find 2 weldings that give problems This example lose 1 attach point at Advanced Stabilizer B1LFCargo.cfg PART { name = B1LFCargo module = Part author = UbioZurWeldingLtd rescaleFactor = 1 PhysicsSignificance = -1 node_stack_bottomrtg3 = 0,-0.76175,-0.25206,0,1,0,0 node_stack_toprtg3 = 0,-0.10815,-0.25206,0,1,0,0 node_stack_bottomtrussPiece1x2 = 0,-0.91095,0.07333,0,1,0,1 node_attach = 0,0,0,0,0,0,0 CrewCapacity = 0 TechRequired = advFlightControl entryCost = 53600 cost = 5405 category = Utility subcategory = 0 title = B1-LF Cargo manufacturer = UbioZur Welding Ltd description = Warranty void during re-entry. attachRules = 1,1,1,1,0,0,0 mass = 0.355 dragModelType = default maximum_drag = 0.1875 minimum_drag = 0.1875 angularDrag = 1.5 crashTolerance = 33.40845 breakingForce = 84.67606 breakingTorque = 84.67606 maxTemp = 3000 fuelCrossFeed = True MODEL { model = Squad/Parts/Command/inlineAdvancedStabilizer/model position = 0,0.62833,0.07333 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/Electrical/z-1kBattery/model position = 0,0.31845,0.07333 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/Structural/trussGirderL/model position = 0,-0.35168,0.07333 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/Electrical/RTG/model position = 0,-0.43495,-0.25206 scale = 1,1,1 rotation = 360,180,0 } RESOURCE { name = ElectricCharge amount = 1000 maxAmount = 1000 } MODULE { name = ModuleReactionWheel PitchTorque = 15 YawTorque = 15 RollTorque = 15 RESOURCE { name = ElectricCharge rate = 0.45 } } MODULE { name = ModuleGenerator isAlwaysActive = true OUTPUT_RESOURCE { name = ElectricCharge rate = 0.75 } } } That one have problems in VAB parts-menu (don't stop to become big), the code in .cfg seems right to me SProbeBody.cfg PART { name = SProbeBody module = Part author = UbioZurWeldingLtd rescaleFactor = 1 PhysicsSignificance = -1 node_stack_bottomtoroidalFuelTank1 = 0,-0.176,0,0,1,0,1 node_stack_topbatteryBankMini3 = 0,0.67227,0,0,1,0,0 node_attach = 0,0,0,0,0,0,0 CrewCapacity = 0 TechRequired = precisionEngineering entryCost = 15400 cost = 1260 category = Structural subcategory = 0 title = S-Probe Body manufacturer = UbioZur Welding Ltd description = Warranty void during re-entry. attachRules = 1,0,1,1,0,0,0 mass = 0.05999999 dragModelType = default maximum_drag = 0.1875 minimum_drag = 0.17812 angularDrag = 1.125 crashTolerance = 6.66667 breakingForce = 40.66667 breakingTorque = 40.66667 maxTemp = 2900 fuelCrossFeed = True MODEL { model = Squad/Parts/FuelTank/fuelTankOscarB/model position = 0,0.098,0 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/FuelTank/fuelTankToroidal/model position = 0,-0.12614,0 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/Electrical/z-200Battery/model position = 0,0.37227,0 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/Electrical/z-200Battery/model position = 0,0.57227,0 scale = 1,1,1 rotation = 0,0,0 } RESOURCE { name = LiquidFuel amount = 15.735 maxAmount = 15.735 } RESOURCE { name = Oxidizer amount = 19.2 maxAmount = 19.2 } RESOURCE { name = ElectricCharge amount = 400 maxAmount = 400 } } Sorry for my bad english Regards Luca -
[0.22] UbioZur Welding Ltd. 2.0 Dev STOPPED
Badsector replied to UbioZur's topic in KSP1 Mod Releases
Thank you for updating this mod !!! Going fast to try it! Regards Luca -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Badsector replied to ferram4's topic in KSP1 Mod Releases
With V.3.0 i have issues with staging simmetrical engines, revet to 2.4 fix the issue. Thanks for all yours jobs regards Luca- 2,647 replies
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- kerbal joint reinforcement
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Thx a lot, i find more usefull to science lab than pod becouse is enought simple transfer data by eva from science lab to a vessel, this mod really save the gamplay, thanks again Regards Luca
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Is possible add this module to science-lab ?
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[0.22] UbioZur Welding Ltd. 2.0 Dev STOPPED
Badsector replied to UbioZur's topic in KSP1 Mod Releases
I don't use tweakscale and to me that build work really fine, some problem when i have try to merge over 220 parts in one, crews hatch, fuel tanks, science labs, lights and the result part have bugged the rightclick, other problem with usi_converter modules from Karbonite becouse the welded object import only the first module but is enought simple to fix by test-editing the result .cfg. Now i want try with spaceplanes for see how it work with wings. -
[0.22] UbioZur Welding Ltd. 2.0 Dev STOPPED
Badsector replied to UbioZur's topic in KSP1 Mod Releases
How i can compile the DLL for try it ? cmake ?